Shawn: Your usage is correct. When changing the validVertexCount it is not necessary to change the initialVertexIndex unless you want to change the starting index also. This bug is fixed in 1.2.1 beta: 4338910 - change in valid vertex count not reflected in rendering when dlist is used. This bug fix will also ensure that only "validVertexCount" number of vertices are sent down to OpenGL. However there is an additional bug that is related to setting of the validVertexCount and initialVertexIndex that will be fixed post 1.2.1 beta. In 1.2.1 beta, the boundingBox is not recomputed in response to validVertexCount and initialVertexIndex change and will be fixed in the next release. -Uma Java3D Team > X-Accept-Language: en > MIME-Version: 1.0 > Date: Mon, 23 Oct 2000 14:44:04 -0400 > From: Shawn Kendall <[EMAIL PROTECTED]> > Subject: [JAVA3D] GeometryArray setValidVertexCount() problem > To: [EMAIL PROTECTED] > > I'm using a TriangleStripArray for the entire set of particles in our > particle system. Every four verts make up a two triangle quad that is > the particles geometry. Everything is working great except for one > thing. > When we have less than the "max" number of particles "live" in the > scene, I would like to have the other particles not rendered. To do > this I am setting setValidVertexCount() to be only as many particles > that are live (times 4- one for each vertex of the TriStrip). > However, setting setValidVertexCount does not seem to have any effect if > there is valid data in the GeometryArray. In other words, if I set some > particles coords/colors etc. then later setValidVertexCount() to less > than the valid data, I still set the "dead" triangles in the Shape3D's > render. > > Am I using this correctly? Do I also need to use > setInitialVertexIndex()? I have tried that too but still didn't get it > working correctly. > What is the correct way to limit the GeometryArray's render? I > considered using By-Ref but from what I understand, the direct copy set > methods will be faster than By-Ref in this case because the TriStrip can > be made into vertex bufferes(D3D) or display lists(OGL) and will get T&L > acceleration. Is that correct? Or does all the set() methods just > cause a complete recopy to the hardware anyway so then By-Ref could be > used? > Any ideas on this one? > Thanks for any help. > I tried on DirectX1.2 beta and OpenGL 1.2 release, but it made no > difference. > > -- > ___________________________________________________________ > > Shawn Kendall Full Sail Real World Education > Course Director 3300 University BLVD > Real Time 3D for Gaming Winter Park FL 32792 > [EMAIL PROTECTED] http://www.fullsail.com > ___________________________________________________________ > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".